Read Part 1 here
After some design, testing, redesign, and more testing, the PvE Objectives have been updated.
I ended up with three objective "archetypes", each with three variations. This gives us a list of 9 objectives (up from 6 originally).
When rolling the two objectives for a PvE mission, each objective should be of a different archetype (so you don't end up with two "Control" objectives in a single mission). This model is working well in our playtesting and gives us more variety in mission objectives (54 combinations instead of 30). Future versions may include new variations or even new archetypes, but for now this is a solid list which I will use as a starting point for the bespoke campaigns.
Archetypes and Variations
Control
Variations:
- Hold two of the three objectives for two consecutive turns
- Hold three objectives at the end of any one turn
- Hold one objective at the end of each turn
Activate
Variations:
- Activate all three objectives in any order
- Activate all three objectives in a precise order, revealing the next objective only once the previous one is activated
- Activation is a "search" (roll to find) and once found, the item must be carried at extraction
Destroy
Variations:
- Destroy three objectives,
ARM 4 HIT 3 - Destroy one "strong" objective,
ARM 4 HIT 6 - Destroy two of three objectives,
ARM 4 HIT 3. Objectives heal 1HITat the start of each turn
Grab the Rules
All of this has been updated in the PvE rules and quick reference, check it out!
